Archive

Posts Tagged ‘World of Warcraft’

Doesn’t Mean Anything About Rogue Survivability

May 29th, 2009
Comments Off

I redid my mutilate/prep glyph graph from a few weeks ago and thought it was worth sharing:

Looks like cloak has emerged as the popular option for the contested third glyph slot. It’s what I’m using, and it seems pretty strong, especially for surviving double DPS and tanking Death Knights. I do miss 35 energy gouges though!

EDIT: As usual the graph is based on rogues in top 200 2v2 teams on US-Reckoning.

EDIT2: Kiru of Frostmane is the guy using the spree glyph in his assassination spec. Hoping it’s just armory update lag :\

chronic Rogue , , ,

These Nerfs are Just Overkill

May 27th, 2009

Frankly I’m surprised Overkill survived this long. In Season 5 when people complained about burst damage – in particular rogue stunlocks – overkill was usually the first thing that got mentioned as an obvious knob to tweak. Not only that, but PvE rogues have long lamented it being a pre-requisite for mutilate but almost entirely worthless in a raid situation where your restealthing options are limited to a single vanish (that resets your swing timer!)

So here’s the new version they’ve come up with:

Overkill: Talent redesigned. Now increases energy regeneration by 30% while stealthed, and for 20 seconds after breaking stealth.

I think I like this, although it’s only marginally more energy regen than the combat talent Vitality and will have significantly less uptime1. I haven’t crunched any real numbers on it, but let’s have a look at how it affects a typical mut/prep opener.

Assumptions: mut glyph, vigor glyph, no FA (for simplicity), no ruthlessness, full RS, dirty deeds.

Old-style Overkill

Time Expenditure Energy Combo Points
t+0 130
t+1 Cheapshot -30, Regen +10 110 2
t+2 Mutilate -45, Regen +10 75 5
t+3 Pause, Regen +10 85 5
t+4 Kidney Shot -15, Regen +10, Relentless +25 105
t+5 Mutilate -45, Regen +10 70 3
t+6 Mutilate -45, Regen +10, Overkill Fades 35 5
t+7 Evis+Lolrockets -35, Regen +10, Relentless +25 35
t+8 Pause, Regen +10 45
t+9 Pause, Regen +10 55
t+10 KS fades, Mutilate -55, Regen +10 10 3
t+11 Warrior pops retal, you die.

New-style Overkill

Time Expenditure Energy Combo Points
t+0 130
t+1 Cheapshot -40, Regen +13 103 2
t+2 Mutilate -55, Regen +13 61 5
t+3 Pause, Regen +13 74 5
t+4 Kidney Shot -25, Regen +13, Relentless +25 87
t+5 Mutilate -55, Regen +13 45 3
t+6 Pause, Regen + 13 58 3
t+7 Mutilate -55, Regen +13 16 5
t+8 Pause, Regen +13 29 5
t+9 Pause, Regen +13 42 5
t+10 KS fades, Evis+Lolrockets -35, Regen +13, Relentless +25 45
t+11 Warrior pops retal, you die.

So basically your damage is spread out more over the 10 second period now than it used to be, and the second set has one less mutilate. However, the new buff persists significantly longer than the old overkill after leaving stealth, so in terms of sustained damage you’re trading a potential saving of 60 energy over 6 seconds (if you use an ability every GCD during overkill, which is not really realistic anyway) versus a potential generation of 60 energy over 20 seconds (+3 energy per second, but does nothing if you’re capped). Sounds fair.

It’s a bit different for openers versus rogues but cs->rup->mut->mut->ks depends on Relentless Strikes and Seal Fate RNG to a large extent anyway. It’s a definite nerf for swap sap -> cs openers, but I die in cheapshot as much as I kill other rogues in cheapshot so, well, let’s hear it for symmetrical rebalancing. And it seems much easier to take advantage of in PvE now.

Even if it was a massive nerf I think I’d still be looking forward to this patch, though, when you take a gander over some of the other things that are going in:

  • +5 seconds on charge CD. Maybe I’ll actually be able to peel a warrior briefly?
  • DK PvP glove bonus reworked to a runic power energize. Small mercies.
  • Frost Presence and Tree Form armor toned down. Although they added some armor to barkskin, I really don’t mind that. Barkskin is for dispel resist, and if they use it for anything else then that’s just fine with me.
  • Eye for an Eye damage decreased. Hells yeah, one step closer to not soloing myself on afk ret paladins.

Freedom nerf I’m still on the fence about. Six seconds is probably enough, it sounds balanced on paper, but I’ll have to play with (and against) it to see.

You can see Zarhym’s post about the patch notes here.

1 Unless you can end games in 60 seconds reliably, in which case it could possibly have identical uptime!

chronic Arena, Rogue , , , , , ,

Holy Season Six, Batman!

May 13th, 2009

At the beginning of the season I was somewhat pessimistic about the direction they were going with holy arena. I won’t argue that the paladins of season 5 were balanced, but the aggressive style and CC options made for some very entertaining gameplay.

After having had a few weeks to play some live games, though, I’m pretty satisfied with what turned out to be very even-handed changes to paladin healing. Paladins haven’t disappeared from SK, they still have a number of viable comps to run. Blizzard didn’t outright kill any of the specs, quite the opposite – as far as I know this is the first season that paladins have had a viable healing spec in every tree.

The old repentance spec of S5 has become 32/0/39. Since you can’t feasibly get Infusion of Light with any of the nice ret stuff, you push even deeper into ret to pick up Art of War and Fanatacism, which means you get an instant FoL on your judgement crits (instead of HS crits) and your judgements crit at a reasonable rate. Some people take Seal of Command for the guaranteed crit versus stunned targets, but I haven’t found it that useful.

You still get the ret utility you know and love – most importantly Divine Purpose and Repentance; but Sanctified Retribution is also a lot stronger without the specific aura requirement. Judgements of the Wise has actually been buffed and now returns a huge amount of mana (25% of base) every judge. Pursuit of Justice and Vindication are both still amazing.

The deep holy alternative has become 49/22/0. The protection talents they’ve changed up in 3.1 are amazing, with Divinity and Improved Devotion Aura increasing your healing substantially and Stoicism + Improved Righteous Fury increasing your survivability noticeably. Having a second Sac in the form of Divine Sacrifice is absolutely amazing, and makes a lot of double DPS or CC-heavy compositions a ton easier.

This also gives you the throughput talents in deep holy, such as Judgements of the Pure, Holy Guidance, Infusion, and Light’s Grace. Enlightened Judgements (increasing range to 40 yards) is also pretty useful now that Judgement is your only real way to keep people in combat or snipe totems. This spec feels a lot like the TBC paladin – you do have to drink, but it’s usually possible to set up opportunities to do so. 40 second HoJ is nice but doesn’t give you nearly as much CC potential as repentance does.

Which brings us to the dark horse of the collection, 20/51/0 deep protection. It sounds crazy until you actually look at the control possibilities and raw healing power of the available at the bottom of the tree. You get a 20 second HoJ (!) along with a 3 second silence and a daze on your Avenger’s Shield (30 second cooldown), which also increases your damage contribution. You get undispellable Divine Plea that refreshes on melee hits. You get a bunch of free stamina from talents like Sacred Duty (and some passive defenses like Ardent Defender) and then you convert that stamina into spellpower via Touched by the Light. You end up with a huge amount of spellpower, and although your crit is lower than the ret subspec when you do crit you’re looking at 8.5k flashes (10k+ on a warlock or mutilate rogue!).

The huge downside to the prot spec is, of course, the complete lack of any sort of instant healing. The new Aura Mastery helps here, and part of it is just adapting to the playstyle, but it’s a limitation and it makes the spec a lot weaker when you’re tanking a melee who can interrupt. Which, in a way, is also a lot like TBC!

I hear actual ret and prot paladins aren’t doing too badly, either.

chronic Arena, Paladin , , , , , ,

Reckoning Representation Redux

May 13th, 2009

Since for some reason I find class balance and arena representation fascinating at the moment (possibly just because of how much I’ve nerdraged about warrior/druid this week) here’s some updated graphs for Reckoning 2v2:

And Reckoning 3v3:

Note that the 3v3 graph is only the top 100 teams, since the total population is so much lower. Since last time somebody asked me about what ratings these graphs represented, note that the 200th 2s team is 2178 and the 100th 3s team is 1952.

chronic Arena, Data Mining , , ,

Player versus Environment

April 24th, 2009

100 tokens later: the hat is mine.

chronic Rogue , , ,